// Move this item to it's point in the world. (ground/top level) bool CItemCommCrystal::MoveTo(CPointMap pt, bool bForceFix) { ADDTOCALLSTACK("CItemCommCrystal::MoveTo"); CSector *pSector = pt.GetSector(); ASSERT(pSector); pSector->AddListenItem(); return CItem::MoveTo(pt, bForceFix); }
bool CItemCommCrystal::MoveTo( CPointMap pt ) // Put item on the ground here. { // Move this item to it's point in the world. (ground/top level) CSector * pSector = pt.GetSector(); ASSERT(pSector); pSector->AddListenItem(); return CItem::MoveTo(pt); }
bool CItemCommCrystal::MoveTo(CPointMap pt, bool bForceFix ) // Put item on the ground here. { ADDTOCALLSTACK("CItemCommCrystal::MoveTo"); // Move this item to it's point in the world. (ground/top level) CSector * pSector = pt.GetSector(); ASSERT(pSector); pSector->AddListenItem(); return CItem::MoveTo(pt, bForceFix); }